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Posted by: damnedmage on Nov 13, 2012 at 04:20:07 PM

Since its introduction a few months ago, the Maneuvers system has proven a huge success, and well it should! This system is easy to understand, easy to use, and adds flexibility to otherwise boring classes. No longer does the fighter's turn have to consist of "I hit it with my sword" round after round; now he has a number of options to choose from to make his play more interesting.

However, with all of the hype that this system is getting, it can be easy to miss the mistakes that have still been made. In his commentary on the monk, even Mike Mearls identified one of the largest problems that remain:

For instance, right now the implementation of sneak attack and rogue maneuvers overall isn't quite where we'd like them to be.

A Unique Experience

The real problem, though, isn't with the

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Posted by: damnedmage on Aug 14, 2012 at 11:24:14 AM
(In response to Bounded Accuracy and Scaling)

Bounded Accuracy is arguably one of the biggest wins for the next edition of D&D.  Its presentation in the initial playtest packet is what sold me on the idea of buying my books over again.  But as I review the second packet, I find myself troubled by the changes Bounded Accuracy has undergone.

In his article Bounded Accuracy and Scaling, Alynn presents several excellent points in favor of the second packet's presentation of Bounded Accuracy, and I admit that his article actually helped quell some of my concerns.  It does not, however, handle all of them.

Split Party Levels

My games are played online, and although I have a small core of 2 or 3 very reliable players, I frequently wind up with players who will join for

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